If someone is willing to help do the JavaScript for this, I might make another template file for generating a spawns.txt file (for the purpose of mass generation). For this matter, here's the program (that a buddy of mine made for me for an experiment related to MERVBot [http://www.rjscodingrealm.com]) I used to get 1024 bots into Subgame:

we'd definitely use this in chaos zone and powerball if i had source to play around with it. ive coded part of an ai bot, it just takes so many hours and im not awesome fast at the trig involved. why wont bjork release source? can you ask him? it'd help us a lot.

I have already sent Bjorn a private message and an e-mail just yesterday (or earlier today, can't remember now). I am hoping that he will respond. I tried this bot in BlueT Jackpot SVS both online (a few hardcore tough tanker bots) and through LAN with my brothers (18 to 36 bots, 9 spawns per core with each core being of different difficulty as far as health per spawn goes [healths 64 to 256 to make it easy on my 7/8 year old brother]) and was found fun.

Originally I wanted to launch a duplicate of Jackpot SVS where you had at least 128 AI bots evenly spread out across the map, either free for all, free for all with human teaming allowed, co-op (humans versus AI), or normal mixed 2-freq flagging deathmatch. The problem was though that the AI uses way too much RAM, so I hit my own 3.25GB limit before I even got to 70 some spawns.

What I did find though is that if you have ~64 AI bots (Bjorn's) in one arena with plenty of space, and they all use the same settings, you will not see very many kills (or any at all) because the offensive/aggressive and defensive settings cancel each other out. If I had a dedicated server with 8 GB of RAM, I could probably hit up to 128+ AI bots in one arena. But I do not have those kinds of resources.

EDIT :: ASSS would be a perfect solution for clustered AI bot hosting. I just wish the programmers in this community would just understand what I say about it and make a dumbed down, accurate and precise Subgame clone with a few extra features (such as proper and decent support for Peering, being able to define multiple BotIP/ServerIP's in server.ini, extended capability/limits of zone description text, AS3 level objects, faster download/upload speeds, being able to recycle the zone/arena without booting everyone, getting rid of the non-SSC message/popping up registration form, and simply the fact that the server software is up-to-date, stable and fresh, and is both Win32 and Linux compatible). It would be just like or as if PriitK released a major update for Continuum with plenty of new features, as well as an update to Subgame2 to accommodate for those new features. It wouldn't be a lost cause or waste of time at all to make a version of AS3 like this; Subgame2 would no longer have to be used just like how Subspace v1.34 is no longer needed or used [because Continuum overtook the old client successfully, maturely, and professionally]. This must also happen with Subgame2 through AS3 if this community wants to get noticeably ahead.

The way asss is currently laid out is best for what it provides. If you want simplicity, then subgame is great - but you'll lack functionality. I think instead of asking developers to change asss, you should try to document it more. The asss user guide isn't exactly great, and there's not much newb friendly information out there for people to use to understand asss.

Furthermore, try and get people out of the Wndows comfort zone, and into learning more Linux.

EDIT :: ASSS would be a perfect solution for clustered AI bot hosting. I just wish the programmers in this community would just understand what I say about it and make a dumbed down, accurate and precise Subgame clone with a few extra features

The programmers in this community understand what you say, they just don't agree._________________Hyperspace Owner

Smong> so long as 99% deaths feel lame it will always be hyperspace to me

I'm not around much these days but seeing that theres still some interest in this old bot kinda put a smile on my face Guess I owe you guys the source. Even though its pretty rugged and amateurish im sure theres atleast a couple interesting things in it.

However like Chamb mentioned the comp is in storage and i dont really see me getting an opportunity to get it out anytime soon but when I do I'll hand it over.

I'm kind of surprised no one made an ASSS drone yet... There's a module to track damage done to tiles, so weapons can be tracked, and there are modules for stationary turrets and such...

Is there any difficulty that I don't see in making a moving drone? My intuition tells me there would be much less problems making it on ASSS than with a merv plugin. The whole AI / navigation part is tricky, but that's something that could be taken from Bjorn's bot directly, if he releases (or hands it to some select people).

My projects/free time ratio is already too high, otherwise I'd jump in this Might be best if I finish some simple ASSS modules first though

Searched, but still cannot find the solution. I have setup the bot, but it keeps showing ****GENERAL ERROR****** in the terminal. The bot is connecting, but not listening to any commands and just sits in spec.

Searched, but still cannot find the solution. I have setup the bot, but it keeps showing ****GENERAL ERROR****** in the terminal. The bot is connecting, but not listening to any commands and just sits in spec.

There should be an aimervbot.dll and an aimervbot.exe. Try each combination until it works (and mark them down on a piece of paper so that you know which ones you have tried):

Case A
aimervbot.dll - v1.02
aimervbot.exe - v1.02

Case B
aimervbot.dll - v1.01
aimervbot.exe - v1.02

Case C
aimervbot.dll - v1.02
aimervbot.exe - v1.01

Case D
aimervbot.dll - v1.01
aimervbot.exe - v1.01

If I remember correctly, Case B is the one that should work. Then, so actually start the AI, the procedure goes like this:
1. Start aimervbot.exe
2. Go into your zone (where the bot is supposedly idling in spectator mode)
3. Private message the bot !start
4. Private message the bot *setship x (where x is the ship it is configured for)
5. Private message the bot *setfreq y (where y is the frequency it is configured to play on)
6. Private message the bot *warpto 511 511
7. Get in a ship and private message yourself *warpto 511 511
8. Kill the bot

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